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M1 Garand Riflemen (SD)
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Sharpe

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Post subject: M1 Garand Riflemen (SD)  Reply with quote   (Liked by:0)  Like this post
(0-1) 8/ (2-3) 7/ (4) 6
(0-1) 1

Speed 1
Defense 4/6
Cover 5

CA3
OUT OF PRACTICE--Unit must be adjacent to a Soldier/Commander to remove a Pinned counter.

Cost 3
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Last edited by Sharpe on Mon Jan 12, 2009 4:58 pm; edited 4 times in total
PostFri Jan 09, 2009 4:30 am
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RAEVSKI

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love the american unit Smile
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PostFri Jan 09, 2009 4:41 am
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Sharpe

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Thanks
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PostFri Jan 09, 2009 4:46 am
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Sharpe

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OK, experts, what's the date on this thing?  It's in production, then redesigned, then increased production then Army is completely equipped by when in 1941?

Range?  I've seen 400 yds, 440, 460, 550?  What gives?
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PostFri Jan 09, 2009 10:56 pm
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NeuralDream

 
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Effective range was similar to all other rifles. Maybe a little less accurate than the Kar98 at 200-400m, but I don't think it would have different stats.

Another nice photo:



Edit: I see in your stats that you've given them 6 dice at 500 yards. I think that's a bit too much. They have 35% probability of getting 4 successes from 500 yards!
If we were using max effective range for all units, the tanks would have range 30 and the aircraft range 8.
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Last edited by NeuralDream on Fri Jan 09, 2009 11:13 pm; edited 1 time in total
PostFri Jan 09, 2009 11:07 pm
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Sharpe

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I wanted the WW1 helmet for a pre-war look.
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PostFri Jan 09, 2009 11:12 pm
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Buzzkill

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Last edited by Buzzkill on Sat Jan 10, 2009 2:54 am; edited 1 time in total
PostSat Jan 10, 2009 2:40 am
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Sharpe

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Date 6/41  (may change based on new data)

Double check CA text
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PostSat Jan 10, 2009 2:49 am
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Buzzkill

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Fixed. What is wrong with the CA text, I'm not seeing it.
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PostSat Jan 10, 2009 2:55 am
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Sharpe

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Close Assault 3 but attacks with 4
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PostSat Jan 10, 2009 3:11 am
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Buzzkill

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Sharpe wrote:
Close Assault 3 but attacks with 4


Embarassed Fixed.


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PostSat Jan 10, 2009 4:51 pm
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Angel of Death

 

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-adjusted the close assault text-


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PostWed Jan 14, 2009 10:59 pm
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Amandil

 

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What's the rationale for giving out-of-practice guys with an 8-round semi-auto 7 dice at 200-300m when it's less accurate than a Kar98 at that range?  If Neural Dream doesn't think the difference is enough to give it "different stats," then the mid-range dice for the Garand should be 6.  Or do we think their 200-300m effectiveness was equivalent to the 0-100m effectiveness of Bulgarian soldiers?  Just asking (my hunch is that it would be better to give the Garand a "semi-auto" SA of some sort instead of extra medium-range dice).
PostThu Jan 15, 2009 4:51 am
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Sharpe

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Amandil wrote:
What's the rationale for giving out-of-practice guys with an 8-round semi-auto 7 dice at 200-300m when it's less accurate than a Kar98 at that range?  If Neural Dream doesn't think the difference is enough to give it "different stats," then the mid-range dice for the Garand should be 6.  Or do we think their 200-300m effectiveness was equivalent to the 0-100m effectiveness of Bulgarian soldiers?  Just asking (my hunch is that it would be better to give the Garand a "semi-auto" SA of some sort instead of extra medium-range dice).


More bullets.  I don't think they're out of practice shooting, just out of practice at being shot at.
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PostThu Jan 15, 2009 5:00 am
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Zeus

 

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Of course I don't know what more units you have in the pipeline, but isn't it a bit harsh to give the basic rifleman of any country, that can be used in any scenario from start to end of the war, such a negative ability?

The ability seems more in place for "fresh", "green", "conscript" etc units.

Or will all basic riflemen units (or even ALL units, period) get multiple cards, ie early, mid and late war, or one for each year or whatever (for the record, I would strongly advice against this)?

I think a unit with the name of a weapon should represent that weapon's performance, and nothing more. The stats should be that weapon's stats, no matter who is carrying it, using abilities to represent things like experience, marksmanship etc.
PostThu Jan 15, 2009 6:30 am
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Amandil

 

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Sharpe wrote:
Amandil wrote:
What's the rationale for giving out-of-practice guys with an 8-round semi-auto 7 dice at 200-300m when it's less accurate than a Kar98 at that range?  If Neural Dream doesn't think the difference is enough to give it "different stats," then the mid-range dice for the Garand should be 6.  Or do we think their 200-300m effectiveness was equivalent to the 0-100m effectiveness of Bulgarian soldiers?  Just asking (my hunch is that it would be better to give the Garand a "semi-auto" SA of some sort instead of extra medium-range dice).


More bullets.  I don't think they're out of practice shooting, just out of practice at being shot at.

Okay, but more (and inaccurate) bullets at 200-300m?  Still seems to me volume would matter at 0-100m.

Anyway, whatever.  I've just always been shocked that Garands get 7 dice a medium range, although this may be due to that extra dice that the "Coordinated Fire SA" gave them.  Don't mind me!  Smile
PostThu Jan 15, 2009 6:50 am
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NeuralDream

 
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TBH Garands excelled at 0-100m. IMO 8 is too low, except if you take into account that they are green. In that case though, 7 and 6 is too high. I see a lot of disagreement on this unit, so I think it should be moved to the main subforum for comments, or even AAM General.
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PostThu Jan 15, 2009 7:41 pm
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Amandil

 

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Agreed with ND.
PostSat Jan 17, 2009 8:04 pm
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Amandil

 

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NeuralDream wrote:
TBH Garands excelled at 0-100m. IMO 8 is too low, except if you take into account that they are green. In that case though, 7 and 6 is too high.

How about this for the Garand?

Range:  0-1  Dice:  9
Range:  2-3  Dice:  6
Range:  4     Dice:  5

That makes it better at close range than any standard soldier with a bolt action (lots of extra bullets), but no better at the medium ranges than any standard soldier with a bolt action (inaccuracy at range + more bullets in the air = about equal).

Additionally, one could even add another (a third?) SA for "semi-automatic rifle" (the Gewehr 43 and Tokarev SVT40 could have the same SA, others too):  "After rolling attack dice for this unit, you may reroll a single die result of 1" (identical to the old "Guard Crew" SA).  If this SA plus the 9 dice at 0-1 is too overpowering, maybe just make the Garand dice equal to a Mauser rifleman's stats, but give it a compensating "semi-automatic" SA (like the one I've given as a possibility)?
PostTue Jan 20, 2009 2:20 am
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NeuralDream

 
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Actually, re-rolling 1s is a good idea. It captures the essence of the semi-automatic rifle.
I would give them 7/6/5 (for being green) and the semi-automatic rifle S.A..


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